#include "swrast/swrast.h" #include "main/renderbuffer.h" #include "main/texobj.h" #include "main/teximage.h" #include "main/mipmap.h" #include "drivers/common/meta.h" #include "brw_context.h" #include "intel_mipmap_tree.h" #include "intel_tex.h" #include "intel_fbo.h" #define FILE_DEBUG_FLAG DEBUG_TEXTURE static struct gl_texture_image * intelNewTextureImage(struct gl_context * ctx) { DBG("%s\n", __FUNCTION__); (void) ctx; return (struct gl_texture_image *) CALLOC_STRUCT(intel_texture_image); } static void intelDeleteTextureImage(struct gl_context * ctx, struct gl_texture_image *img) { /* nothing special (yet) for intel_texture_image */ _mesa_delete_texture_image(ctx, img); } static struct gl_texture_object * intelNewTextureObject(struct gl_context * ctx, GLuint name, GLenum target) { struct intel_texture_object *obj = CALLOC_STRUCT(intel_texture_object); (void) ctx; DBG("%s\n", __FUNCTION__); if (obj == NULL) return NULL; _mesa_initialize_texture_object(ctx, &obj->base, name, target); obj->needs_validate = true; return &obj->base; } static void intelDeleteTextureObject(struct gl_context *ctx, struct gl_texture_object *texObj) { struct intel_texture_object *intelObj = intel_texture_object(texObj); intel_miptree_release(&intelObj->mt); _mesa_delete_texture_object(ctx, texObj); } static GLboolean intel_alloc_texture_image_buffer(struct gl_context *ctx, struct gl_texture_image *image) { struct brw_context *brw = brw_context(ctx); struct intel_texture_image *intel_image = intel_texture_image(image); struct gl_texture_object *texobj = image->TexObject; struct intel_texture_object *intel_texobj = intel_texture_object(texobj); assert(image->Border == 0); /* Quantize sample count */ if (image->NumSamples) { image->NumSamples = intel_quantize_num_samples(brw->intelScreen, image->NumSamples); if (!image->NumSamples) return false; } /* Because the driver uses AllocTextureImageBuffer() internally, it may end * up mismatched with FreeTextureImageBuffer(), but that is safe to call * multiple times. */ ctx->Driver.FreeTextureImageBuffer(ctx, image); if (!_swrast_init_texture_image(image)) return false; if (intel_texobj->mt && intel_miptree_match_image(intel_texobj->mt, image)) { intel_miptree_reference(&intel_image->mt, intel_texobj->mt); DBG("%s: alloc obj %p level %d %dx%dx%d using object's miptree %p\n", __FUNCTION__, texobj, image->Level, image->Width, image->Height, image->Depth, intel_texobj->mt); } else { intel_image->mt = intel_miptree_create_for_teximage(brw, intel_texobj, intel_image, false); /* Even if the object currently has a mipmap tree associated * with it, this one is a more likely candidate to represent the * whole object since our level didn't fit what was there * before, and any lower levels would fit into our miptree. */ intel_miptree_reference(&intel_texobj->mt, intel_image->mt); DBG("%s: alloc obj %p level %d %dx%dx%d using new miptree %p\n", __FUNCTION__, texobj, image->Level, image->Width, image->Height, image->Depth, intel_image->mt); } intel_texobj->needs_validate = true; return true; } /** * ctx->Driver.AllocTextureStorage() handler. * * Compare this to _mesa_alloc_texture_storage, which would call into * intel_alloc_texture_image_buffer() above. */ static GLboolean intel_alloc_texture_storage(struct gl_context *ctx, struct gl_texture_object *texobj, GLsizei levels, GLsizei width, GLsizei height, GLsizei depth) { struct brw_context *brw = brw_context(ctx); struct intel_texture_object *intel_texobj = intel_texture_object(texobj); struct gl_texture_image *first_image = texobj->Image[0][0]; int num_samples = intel_quantize_num_samples(brw->intelScreen, first_image->NumSamples); const int numFaces = _mesa_num_tex_faces(texobj->Target); int face; int level; /* If the object's current miptree doesn't match what we need, make a new * one. */ if (!intel_texobj->mt || !intel_miptree_match_image(intel_texobj->mt, first_image) || intel_texobj->mt->last_level != levels - 1) { intel_miptree_release(&intel_texobj->mt); intel_texobj->mt = intel_miptree_create(brw, texobj->Target, first_image->TexFormat, 0, levels - 1, width, height, depth, false, /* expect_accelerated */ num_samples, INTEL_MIPTREE_TILING_ANY); } for (face = 0; face < numFaces; face++) { for (level = 0; level < levels; level++) { struct gl_texture_image *image = texobj->Image[face][level]; struct intel_texture_image *intel_image = intel_texture_image(image); image->NumSamples = num_samples; _swrast_free_texture_image_buffer(ctx, image); if (!_swrast_init_texture_image(image)) return false; intel_miptree_reference(&intel_image->mt, intel_texobj->mt); } } /* The miptree is in a validated state, so no need to check later. */ intel_texobj->needs_validate = false; intel_texobj->validated_first_level = 0; intel_texobj->validated_last_level = levels - 1; intel_texobj->_Format = intel_texobj->mt->format; return true; } static void intel_free_texture_image_buffer(struct gl_context * ctx, struct gl_texture_image *texImage) { struct intel_texture_image *intelImage = intel_texture_image(texImage); DBG("%s\n", __FUNCTION__); intel_miptree_release(&intelImage->mt); _swrast_free_texture_image_buffer(ctx, texImage); } /** * Map texture memory/buffer into user space. * Note: the region of interest parameters are ignored here. * \param mode bitmask of GL_MAP_READ_BIT, GL_MAP_WRITE_BIT * \param mapOut returns start of mapping of region of interest * \param rowStrideOut returns row stride in bytes */ static void intel_map_texture_image(struct gl_context *ctx, struct gl_texture_image *tex_image, GLuint slice, GLuint x, GLuint y, GLuint w, GLuint h, GLbitfield mode, GLubyte **map, GLint *stride) { struct brw_context *brw = brw_context(ctx); struct intel_texture_image *intel_image = intel_texture_image(tex_image); struct intel_mipmap_tree *mt = intel_image->mt; /* Our texture data is always stored in a miptree. */ assert(mt); /* Check that our caller wasn't confused about how to map a 1D texture. */ assert(tex_image->TexObject->Target != GL_TEXTURE_1D_ARRAY || h == 1); /* intel_miptree_map operates on a unified "slice" number that references the * cube face, since it's all just slices to the miptree code. */ if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP) slice = tex_image->Face; intel_miptree_map(brw, mt, tex_image->Level + tex_image->TexObject->MinLevel, slice + tex_image->TexObject->MinLayer, x, y, w, h, mode, (void **)map, stride); } static void intel_unmap_texture_image(struct gl_context *ctx, struct gl_texture_image *tex_image, GLuint slice) { struct brw_context *brw = brw_context(ctx); struct intel_texture_image *intel_image = intel_texture_image(tex_image); struct intel_mipmap_tree *mt = intel_image->mt; if (tex_image->TexObject->Target == GL_TEXTURE_CUBE_MAP) slice = tex_image->Face; intel_miptree_unmap(brw, mt, tex_image->Level + tex_image->TexObject->MinLevel, slice + tex_image->TexObject->MinLayer); } static GLboolean intel_texture_view(struct gl_context *ctx, struct gl_texture_object *texObj, struct gl_texture_object *origTexObj) { struct brw_context *brw = brw_context(ctx); struct intel_texture_object *intel_tex = intel_texture_object(texObj); struct intel_texture_object *intel_orig_tex = intel_texture_object(origTexObj); assert(intel_orig_tex->mt); intel_miptree_reference(&intel_tex->mt, intel_orig_tex->mt); /* Since we can only make views of immutable-format textures, * we can assume that everything is in origTexObj's miptree. * * Mesa core has already made us a copy of all the teximage objects, * except it hasn't copied our mt pointers, etc. */ const int numFaces = _mesa_num_tex_faces(texObj->Target); const int numLevels = texObj->NumLevels; int face; int level; for (face = 0; face < numFaces; face++) { for (level = 0; level < numLevels; level++) { struct gl_texture_image *image = texObj->Image[face][level]; struct intel_texture_image *intel_image = intel_texture_image(image); intel_miptree_reference(&intel_image->mt, intel_orig_tex->mt); } } /* The miptree is in a validated state, so no need to check later. */ intel_tex->needs_validate = false; intel_tex->validated_first_level = 0; intel_tex->validated_last_level = numLevels - 1; /* Set the validated texture format, with the same adjustments that * would have been applied to determine the underlying texture's * mt->format. */ intel_tex->_Format = intel_depth_format_for_depthstencil_format( intel_lower_compressed_format(brw, texObj->Image[0][0]->TexFormat)); return GL_TRUE; } void intelInitTextureFuncs(struct dd_function_table *functions) { functions->NewTextureObject = intelNewTextureObject; functions->NewTextureImage = intelNewTextureImage; functions->DeleteTextureImage = intelDeleteTextureImage; functions->DeleteTexture = intelDeleteTextureObject; functions->AllocTextureImageBuffer = intel_alloc_texture_image_buffer; functions->FreeTextureImageBuffer = intel_free_texture_image_buffer; functions->AllocTextureStorage = intel_alloc_texture_storage; functions->MapTextureImage = intel_map_texture_image; functions->UnmapTextureImage = intel_unmap_texture_image; functions->TextureView = intel_texture_view; }